mirror of https://github.com/PCSX2/pcsx2.git
204 lines
6.2 KiB
C++
204 lines
6.2 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "PS2Edefs.h"
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#include "System.h"
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// Savestate Versioning!
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// If you make changes to the savestate version, please increment the value below.
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// If the change is minor and compatibility with old states is retained, increment
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// the lower 16 bit value. IF the change is breaking of all compatibility with old
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// states, increment the upper 16 bit value, and clear the lower 16 bits to 0.
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static const u32 g_SaveVersion = (0x9A12 << 16) | 0x0000;
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// this function is meant to be used in the place of GSfreeze, and provides a safe layer
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// between the GS saving function and the MTGS's needs. :)
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extern s32 CALLBACK gsSafeFreeze( int mode, freezeData *data );
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// --------------------------------------------------------------------------------------
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// SaveStateBase class
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// --------------------------------------------------------------------------------------
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// Provides the base API for both loading and saving savestates. Normally you'll want to
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// use one of the four "functional" derived classes rather than this class directly: gzLoadingState, gzSavingState (gzipped disk-saved
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// states), and memLoadingState, memSavingState (uncompressed memory states).
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class SaveStateBase
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{
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protected:
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VmStateBuffer* m_memory;
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char m_tagspace[32];
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u32 m_version; // version of the savestate being loaded.
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int m_idx; // current read/write index of the allocation
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public:
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SaveStateBase( VmStateBuffer& memblock );
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SaveStateBase( VmStateBuffer* memblock );
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virtual ~SaveStateBase() { }
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static wxString GetFilename( int slot );
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// Gets the version of savestate that this object is acting on.
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// The version refers to the low 16 bits only (high 16 bits classifies Pcsx2 build types)
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u32 GetVersion() const
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{
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return (m_version & 0xffff);
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}
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// Loads or saves the entire emulation state.
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// Note: The Cpu state must be reset, and plugins *open*, prior to Defrosting
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// (loading) a state!
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virtual SaveStateBase& FreezeAll();
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virtual SaveStateBase& FreezeMainMemory();
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virtual SaveStateBase& FreezeBios();
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virtual SaveStateBase& FreezeInternals();
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virtual SaveStateBase& FreezePlugins();
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// Loads or saves an arbitrary data type. Usable on atomic types, structs, and arrays.
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// For dynamically allocated pointers use FreezeMem instead.
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template<typename T>
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void Freeze( T& data )
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{
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FreezeMem( const_cast<void*>((void*)&data), sizeof( T ) );
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}
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// FreezeLegacy can be used to load structures short of their full size, which is
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// useful for loading structures that have had new stuff added since a previous version.
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template<typename T>
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void FreezeLegacy( T& data, int sizeOfNewStuff )
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{
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FreezeMem( &data, sizeof( T ) - sizeOfNewStuff );
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}
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void PrepBlock( int size );
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uint GetCurrentPos() const
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{
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return m_idx;
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}
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u8* GetBlockPtr()
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{
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return m_memory->GetPtr(m_idx);
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}
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u8* GetPtrEnd() const
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{
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return m_memory->GetPtrEnd();
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}
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void CommitBlock( int size )
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{
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m_idx += size;
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}
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// Freezes an identifier value into the savestate for troubleshooting purposes.
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// Identifiers can be used to determine where in a savestate that data has become
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// skewed (if the value does not match then the error occurs somewhere prior to that
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// position).
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void FreezeTag( const char* src );
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// Returns true if this object is a StateLoading type object.
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bool IsLoading() const { return !IsSaving(); }
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// Loads or saves a memory block.
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virtual void FreezeMem( void* data, int size )=0;
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// Returns true if this object is a StateSaving type object.
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virtual bool IsSaving() const=0;
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public:
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// note: gsFreeze() needs to be public because of the GSState recorder.
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void gsFreeze();
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protected:
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void Init( VmStateBuffer* memblock );
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// Load/Save functions for the various components of our glorious emulator!
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void mtvuFreeze();
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void rcntFreeze();
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void vuMicroFreeze();
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void vif0Freeze();
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void vif1Freeze();
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void sifFreeze();
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void ipuFreeze();
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void ipuDmaFreeze();
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void gifFreeze();
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void gifDmaFreeze();
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void gifPathFreeze(u32 path); // called by gifFreeze()
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void sprFreeze();
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void sioFreeze();
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void cdrFreeze();
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void cdvdFreeze();
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void psxRcntFreeze();
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void sio2Freeze();
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void deci2Freeze();
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// Save or load PCSX2's global frame counter (g_FrameCount) along with each savestate
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//
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// This is to prevent any inaccuracy issues caused by having a different
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// internal emulation frame count than what it was at the beginning of the
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// original recording
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void InputRecordingFreeze();
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};
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// --------------------------------------------------------------------------------------
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// Saving and Loading Specialized Implementations...
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// --------------------------------------------------------------------------------------
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class memSavingState : public SaveStateBase
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{
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typedef SaveStateBase _parent;
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protected:
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static const int ReallocThreshold = _1mb / 4; // 256k reallocation block size.
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static const int MemoryBaseAllocSize = _8mb; // 8 meg base alloc when PS2 main memory is excluded
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public:
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virtual ~memSavingState() = default;
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memSavingState( VmStateBuffer& save_to );
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memSavingState( VmStateBuffer* save_to );
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void MakeRoomForData();
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void FreezeMem( void* data, int size );
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memSavingState& FreezeAll();
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bool IsSaving() const { return true; }
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};
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class memLoadingState : public SaveStateBase
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{
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public:
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virtual ~memLoadingState() = default;
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memLoadingState( const VmStateBuffer& load_from );
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memLoadingState( const VmStateBuffer* load_from );
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void FreezeMem( void* data, int size );
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bool IsSaving() const { return false; }
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bool IsFinished() const { return m_idx >= m_memory->GetSizeInBytes(); }
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};
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